Back to Home

Myth of Soma Account Management

By clicking GO to login you are agreeing to the terms and conditions and privacy policy. > Register an Account > Forgot your password?

The Forum

An upgrade system that doesnt punish players or make them lose months of work

Author Content Date
Not a fan of false +1 on items or removing the risk of losing your item.

As I said there still needs to be a risk to your items or just start selling ready made items in donations store and remove upgrades completely from the game.

There's only 2 outcomes when you press that produce button, success or fail that's a 50-50 chance, so maybe something along the line of this...

After pressing the produce button the game of chance or flip of the coin begins if a success you win your at +1, but if it fails your upgrade item is lost then the Russian roulette begins with the rng on your item like the prepare a 1% chance that your item breaks, this way the element of losing everything is still there but most of the time the risk is mostly on the upgrade items and not the items your trying to upgrade.
PM Reply Quote
[quote="RAVENSOUL"]Not a fan of false +1 on items or removing the risk of losing your item. As I said there still needs to be a risk to your items or just start selling ready made items in donations store and remove upgrades completely from the game. There's only 2 outcomes when you press that produce button, success or fail that's a 50-50 chance, so maybe something along the line of this... After pressing the produce button the game of chance or flip of the coin begins if a success you win your at +1, but if it fails your upgrade item is lost then the Russian roulette begins with the rng on your item like the prepare a 1% chance that your item breaks, this way the element of losing everything is still there but most of the time the risk is mostly on the upgrade items and not the items your trying to upgrade. [/quote]
You still have the risk of your item turning out like a piece of crap though if you get to +8 and it is only say +2 in reality, especially if you make the success rate lower.

It isn't 0.5 if the rates are set at say 0.1 - pretty sure even now 100 skill gives you 0.6 and 150 gives 0.7 although not sure if that has ever truly been confirmed?
PM Reply Quote
[quote="SAL3M"]You still have the risk of your item turning out like a piece of crap though if you get to +8 and it is only say +2 in reality, especially if you make the success rate lower. It isn't 0.5 if the rates are set at say 0.1 - pretty sure even now 100 skill gives you 0.6 and 150 gives 0.7 although not sure if that has ever truly been confirmed?[/quote]
"RAMYREZ"+1

But we'd need to think about what we do with all the extra low end tagged items if this were to happen.

Maybe make it so a rare tag item can be eaten for success% increase?

E.g. upgrading a intense stinger. You can smash ToEs into it and evvery fail increases success chance by 1%, or you could feed it tagged stingers to increase success chance:

Hard 0.5%
Rare 1.5%
Epic 3%
Intense 9%

Something like that.


Could work, i think the combine system will help them retain Value, as everyone will not just want intense but the best intense, as there is no longer a risk involved in losing the items people will make multiple intense gears and pick the best one to upgrade. I hope the admins are reading the suggestions here.
PM Reply Quote
[quote="HAKZ"][quote="RAMYREZ"]+1 But we'd need to think about what we do with all the extra low end tagged items if this were to happen. Maybe make it so a rare tag item can be eaten for success% increase? E.g. upgrading a intense stinger. You can smash ToEs into it and evvery fail increases success chance by 1%, or you could feed it tagged stingers to increase success chance: Hard 0.5% Rare 1.5% Epic 3% Intense 9% Something like that.[/quote] Could work, i think the combine system will help them retain Value, as everyone will not just want intense but the best intense, as there is no longer a risk involved in losing the items people will make multiple intense gears and pick the best one to upgrade. I hope the admins are reading the suggestions here.[/quote]
I couldn't agree more, the current system is just to harsh. As a returning player and finally getting my first very nice stinger just to see it disappear on the 3rd upgrade is very disappointing and could put a lot of players off trying again.

Maybe keep the old system but only apply it after the 2nd/3rd upgrade so at least new/returning players can make some fun stuff to help them alone the way, but if you want to make the real hardcore stuff then you have to take the risk.

This would keep the market alive and add a lot of fun in my opinion.

And let's remember it is a game and games are meant to be fun months of hard work for nothing is not fun.
PM Reply Quote
[quote="GABORN"]I couldn't agree more, the current system is just to harsh. As a returning player and finally getting my first very nice stinger just to see it disappear on the 3rd upgrade is very disappointing and could put a lot of players off trying again. Maybe keep the old system but only apply it after the 2nd/3rd upgrade so at least new/returning players can make some fun stuff to help them alone the way, but if you want to make the real hardcore stuff then you have to take the risk. This would keep the market alive and add a lot of fun in my opinion. And let's remember it is a game and games are meant to be fun months of hard work for nothing is not fun. [/quote]
Yup it's very harsh sometimes

Iv been farming and saving for awile, spent the triple drop week at mags and built up some invul armor

Went to upgrade and basically riped it all trying to get somthing better than I already have....
PM Reply Quote
[quote="KAZOKU"]Yup it's very harsh sometimes Iv been farming and saving for awile, spent the triple drop week at mags and built up some invul armor Went to upgrade and basically riped it all trying to get somthing better than I already have....[/quote]
I agree a system where the item don’t break just fails sounds better than losing months of work

Iv lost +7 int parts Pads an boots x2 9% titus helm and bwa +5 585 rip going +6 / thats just this month alone ,even tho I got spare titus helms ect even if I save for another month I’m not guaranteed anything
Slightly discouraging but that’s soma for you.
PM Reply Quote
[quote="TRAPKING"]I agree a system where the item don’t break just fails sounds better than losing months of work Iv lost +7 int parts Pads an boots x2 9% titus helm and bwa +5 585 rip going +6 / thats just this month alone ,even tho I got spare titus helms ect even if I save for another month I’m not guaranteed anything Slightly discouraging but that’s soma for you.[/quote]
i'd come back if the anvil was changed
PM Reply Quote
[quote="MICKYC"]i'd come back if the anvil was changed[/quote]
Anvil needs changing

If an item fails then it doesn't break but still gets a +1 to it, this way everyone will have +5 or +8 weps but then the actual recoil or how many were successful upgrades matters more
PM Reply Quote
[quote="REBEKAH"]Anvil needs changing If an item fails then it doesn't break but still gets a +1 to it, this way everyone will have +5 or +8 weps but then the actual recoil or how many were successful upgrades matters more[/quote]

 

Please sign in with one of your characters to reply